Search found 47 matches
- February 18th, 2015, 11:36 am
- Forum: Multiplayer Development
- Topic: Double unit traits - how to get rid of them?
- Replies: 9
- Views: 4323
Re: Double unit traits - how to get rid of them?
This can not be bug, because this is necessary for global changes. Some kind of possible scope values might help but that would have limited use. If this affected game you didnt want it to affect, then you could just use some #ifdef. You cant say it ruined game. This was just case of missing depend...
- February 18th, 2015, 11:20 am
- Forum: Multiplayer Development
- Topic: Double unit traits - how to get rid of them?
- Replies: 9
- Views: 4323
Re: Double unit traits - how to get rid of them?
With ids (no matter of what, unit, event, or ability) you must remember to try make it original (to not interfere with game core - dont change there anything, this will make you more oos in multiplayer games). Good way for that is to give at the beginning of id shortcut of your addon name. If there...
- February 17th, 2015, 8:54 pm
- Forum: Multiplayer Development
- Topic: Double unit traits - how to get rid of them?
- Replies: 9
- Views: 4323
Re: Double unit traits - how to get rid of them?
I think "2)" behaviour is a bug because it ruined a gameplay outside addon. Files of addon should not affect Wesnoth gameplay without addon
- February 17th, 2015, 7:17 pm
- Forum: Multiplayer Development
- Topic: Double unit traits - how to get rid of them?
- Replies: 9
- Views: 4323
Re: Double unit traits - how to get rid of them?
Thank you very much for your advice, ChaosRider! My era - Default Complete Era - is based on default era, and has inherited a lot of wesnoth core files with small changes - including units.cfg Inside this file, under "# subfolders for units" block listing various folders, there was a code:...
- February 16th, 2015, 9:32 pm
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119875
Re: Era of High Sorcery
Good day, Elvish_Pillager! Please, if you have a free minute, take a look on this thread:
http://forums.wesnoth.org/viewtopic.php ... 67#p580867
Your advice is very valuable to me
http://forums.wesnoth.org/viewtopic.php ... 67#p580867
Your advice is very valuable to me
- February 16th, 2015, 9:22 pm
- Forum: Faction & Era Development
- Topic: [PblWML] How to get a custom icon for MP Era?
- Replies: 6
- Views: 4670
[PblWML] How to get a custom icon for MP Era?
According to this page - http://wiki.wesnoth.org/PBLWML#icon icon - An image, displayed leftmost in the add-ons download dialog. It must be a standard Wesnoth file and not a custom one . A custom file will only work for users who already have the relevant add-on installed. This is not related to the...
- February 15th, 2015, 12:19 pm
- Forum: Website
- Topic: Wesnoth Units database - how frequently it regenerates?
- Replies: 53
- Views: 32969
Re: Wesnoth Units database - how frequently it regenerates?
That's a really interesting topic - atleast for me - I also would like to know what is required (or how it should be done) to see your era at Wesnoth tree database online page. This WML parser looks through all the submitted add-ons automatically. But, it is required to code an add-on in a proper (...
- February 14th, 2015, 11:34 pm
- Forum: Website
- Topic: Wesnoth Units database - how frequently it regenerates?
- Replies: 53
- Views: 32969
Wesnoth Units database - how frequently it regenerates?
at the bottom of units tree database page - http://units.wesnoth.org/1.12/mainline/en_US/mainline.html I could see "generated on Sat Feb 7 00:41:47 2015". What is a schedule of these regenerations? I am curious because I've submitted a new era and would like to be able to see online unit t...
- February 13th, 2015, 9:07 pm
- Forum: Multiplayer Development
- Topic: Double unit traits - how to get rid of them?
- Replies: 9
- Views: 4323
Double unit traits - how to get rid of them?
I am developing an Era which contains units from mailine default era. Sometimes, a hired unit has two traits of the same type : "quick,quick" or "resilient,resilient" or "strong,strong" or "intelligent,intelligent". That is very strange, because I have not cha...
- February 8th, 2015, 4:50 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 81
- Views: 94564
Re: Ravana's Multiplayer Works
Thank you very much for a recent XP Modification update!
Any news if Royal Rumble would be available at 1.12 server? More and more players are upgrading to 1.12...
Any news if Royal Rumble would be available at 1.12 server? More and more players are upgrading to 1.12...
- February 7th, 2015, 6:38 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 81
- Views: 94564
Re: Ravana's Multiplayer Works
Sorry for confusion: I was unable to set up 12 EXP price for movement not because a step here is +- 4 (its indeed 1), but because max available value is 10....
Also it would be nice if a step for strike would be 2 instead of 4
Also it would be nice if a step for strike would be 2 instead of 4
- February 6th, 2015, 8:53 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 81
- Views: 94564
Re: Ravana's Multiplayer Works
I agree that more attacks could be better in many situations when you need more chances to do any damage... However, there are many other situations, where more damage gives more benefit than more attacks. Examples: 1) There's an enemy unit with 9 hp left, no resistances vs blade/pierce, and standin...
- February 5th, 2015, 10:36 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 81
- Views: 94564
Re: Ravana's Multiplayer Works
Default prices in XP Modification Using find/grep commands , spreadsheets and text tools, I have calculated the average damage-attack properties of weapon: :eng: units taken from two very popular eras, values rounded Average val | DMG - ATK | Default era | 8.988 - 2.887 | Ageless era | 9.096 - 2.93...
- January 30th, 2015, 11:57 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 247723
GE_Patch-1.1 : install it on top of Galactic Empires 2.9.4
GE_PATCH-1.1 : Changelog science.cfg : When the scientists fully complete a 4th (final) stage of research, they will switch to a next area of research (according to a list) - with a user notification beaming.cfg : When a player lands his units on a fogged/not-discovered-yet area of planet, the fog-...
- January 27th, 2015, 1:47 pm
- Forum: Music & Sound Development
- Topic: Change title screen music
- Replies: 85
- Views: 59763
Re: Change title screen music
+1 for leaving Main Menu music like it is currently. That music has already became an "anthem" of Wesnoth, which gives a nostalgic feeling... As Tom_Of_Wesnoth Crow_T and others have mentioned, it gets you pumped up for the war. Wesnoth is about war, and there's no need for extra sugarcoat...